>>48320332Nah. Having to leave and come right back with an HM slave to acquire an item is not rewarding, it is tedious. HM slaves were not intended by the developers, but a player creation used to side-step the game's rigidity. In DPPt, at least, HM roadblocks are just that - roadblocks to be overcome after completing certain required narrative checkpoints (obtaining gym badges). Based off the game's region/narrative design (Mt. Coronet climax requiring several HMs - creating inconvenience when subbing a party member for the HM slave, the player gaining power to use HMs outside of battle after proving themselves to be worthy to gym leaders, etc.) and flavor text (emphasizing a strong bond between the player and their Pokemon), Game Freak intended for the player to have their natural party use all HMs.
What Game Freak actually intended to be rewarding with HMs was when the player, after acquiring their newfound over-world ability, remembers times when they could not get past over-world obstacles, returns to those obstacles, and overcomes them with their new ability. An example of this is noticing the cut-able trees blocking the Old Chateau in Eterna Forest and remembering to backtrack and cut them down after aquiring their second gym badge along with the ability to use HM01 outside of battle.
However, due to grandfathered design rot, used as a player safeguard, this takes up a valuable move-slot (which became especially valuable due to gen4's bountiful movepool upgrades - moveslots are even more valuable today, 15 years of powercreep later). This new change in the remake is a means of "faithfully" coping with flawed design (which already felt dated back in 2006).
In BDSP, you are most likely rewarded the ability to use certain HMs in the overworld with your Pokétch similarly after defeating certain gyms. This is good because it retains the HMs use as a roadblock while not taking up a moveslot.